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GiTS Cyberbrains
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Mod, 1.4, 1.5, 1.6
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2.044 MB
21 Jun, 2024 @ 3:46am
12 Jun @ 2:42pm
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GiTS Cyberbrains

In 1 collection by themoistestwhale
GiTS Mods
4 items
Description
This mod adds 23 cyberbrains from the world of Ghost in the Shell! These are advanced brain cybernetics where micromachines graft microcircuitry to organic tissue, creating a hybrid of the original brain tissue with cybernetic components known as a cyberbrain. Cyberbrains have increased mental capabilities and many offer a variety of abilities from controlling the user's pain sensitivity to connecting to Net databases to temporarily boost skills when needed most.

Cyberization of the brain offers increased rewards and drawbacks depending on how much matter is cyberized. A colonist with minimal cyberization will see some benefits, but nothing near someone with extreme cyberization. At the same time, the colonist with minimal cyberization is the least likely to suffer from changes to their mental state as well as risks of cyberbrain diseases.

As this mod mainly adds brain cyberware, I have made sure to add support and encourage the usage of another bionics mod with this one with a multitude of mod integration patches included inside.

What does this mod add?
This mod adds 23 cyberbrains with a dedicated research tree as well as abilities, micromachines with multiple medical applications, cyberbrain diseases, and more!

Cyberbrains primarily provide bonuses to consciousness, manipulation, research speed, and learning speed to varying degrees depending on the level of cyberization. More advanced specialized cyberbrains will also offer bonuses tailored to various niches; work cyberbrains may grant bonuses to reduce chances of food poisoning if designed for cooking, while a combat cyberbrain may be specialized towards melee cooldown time or move speed.

Fabricating a cyberbrain requires micromachines and is quite an expensive up-front cost in research and resources. Such advanced neurotechnology requires researching brain cyberization and skilled technicians, so make sure your colonists have passable medicine and crafting! Once installed, the user will also take some time to adapt to their newly cyberized brain depending on how much matter was cyberized. Make sure to watch your colonists during this stage, as they will have reduced abilities and are prone to cyberbrain diseases during this stage.

Cyberbrain Types
  • Basic Cyberbrain:
    • This is the most basic cyberization process which leaves around 90% of the brain intact and has essentially no drawbacks. Once complete, the user will see minor bonuses to consciousness, manipulation, and learning speed. They will also be able to access the net, allowing the user to receive work speed bonuses for some time. After installation, users will only take about a day to adapt to the cyberbrain.
  • Enhanced Cyberbrain:
    • This is a general upgrade over a basic cyberbrain with 80% of brain matter impacted and sees exponentially higher bonuses. However, drawbacks also begin to appear. Users will take around two days to adapt and start to suffer heightened emotions, leading to mental state drawbacks.
  • Specialized Cyberbrains (8 combat bonused, 11 work bonused):
    • Similar to enhanced cyberbrains, specialized cyberbrains integrate additional systems to tailor unique bonuses for various niches in both work and combat. There is also an advanced specialized cyberbrain subcategory combining the bonuses of similar roles into one. This tier mirrors enhanced cyberbrains in adaption time and drawbacks and offers the best balance of overall bonuses to drawbacks.
  • Extreme Cyberbrains (1 combat bonused, 1 work bonused):
    • Pushing cyberization to its absolute limits, extreme cyberbrains replace up to 97.5% of brain matter and offer unmatched capabilities. Drawbacks are quite severe with greatly heightened emotions leading to a fragile mental state as well as increased social fight chance and increasing the adaption phase to three days for the user.

Cyberbrain Diseases
As mentioned above, during the adaptation phase of cyberization a colonist may contract a cyberbrain disease. The more brain matter cyberized, the greater the risk of contracting one.
  • Cyberbrain Sclerosis:
    • Cyberbrain sclerosis is an extremely rare cyberbrain disease where the afflicted's brain tissue begins to harden. This will result in memory loss over time, talking inhibition, and eventually after 30 days; complete brain death. There is no practical cure for this disease, be careful!
  • Closed Shell Syndrome:
    • Closed Shell Syndrome is a rare cyberbrain disease where a user will shut themselves off from others. This can be compared to trauma savants in Rimworld, with those afflicted becoming savants in computing and other niches that may prove useful. It is not fatal.

Micromachine Treatments
Micromachines not only provide the basis for producing cyberbrains and CCSM lethal injectors but can also be programmed for a variety of medical purposes! Nanites can be administered to colonists to boost their immunity or combat ailments from food poisoning to organ decay.


Combat Extended
This mod is fully compatible when loaded after Combat Extended and will take advantage of new stats added by it, as well as providing additional CE-specific micromachine surgeries. Feedback on balancing is always accepted and appreciated.


Compatibility

Russian translation by Cheesex.
Simplified and Traditional Chinese translation by Akiu.


Thanks
Thanks to Akiu and Cheesex for continuing to provide translation support!

Thanks to #mod-development in the Rimworld discord for answering occasional, stupid questions of mine.

Rimworld is owned by Ludeon Studios.

RimworldFont used in preview image was created by Marnador.
Popular Discussions View All (2)
10
20 Nov, 2024 @ 3:17am
Compatibility Questions
L. Velociraptor
0
5 Aug @ 9:15am
1.7.1 Cyberbrains Stats Spreadsheet
themoistestwhale
399 Comments
themoistestwhale  [author] 6 Aug @ 6:16am 
@Mrmarko123 No problem, glad you figured it out. And sorry it doesn’t say that it’s required, but that’s just a limitation of using the vanilla UI if they’re on different tabs I guess.
Mrmarko123 6 Aug @ 6:00am 
Ahh that must be it,

It doesn't say by default which research is blocking it - advanced brain implants it must be as I'm using FSFs. Thanks!
themoistestwhale  [author] 5 Aug @ 1:55pm 
@Mrmarko123 If you mean the extreme cyberization research project, the only prerequisites if you're on 1.6 without CE is the enhanced cyberization research project before it and if and only if you also have FSF's Advanced Bionics Expansion in your modlist, the advanced brain implants research project.

The cybernetics research tree in this mod uses vanilla logic for prereqs and whatnot, so you're likely missing one of those two prereqs.
Mrmarko123 5 Aug @ 1:12pm 
I think I'm going mad, but how do I unlock extreme cyberization? - it doesn't mention I need a tech blue-print or to build a certain building to allow it....
themoistestwhale  [author] 5 Aug @ 9:18am 
Because of time constraints I've linked the spreadsheet in a discussion attached to this mod for now for those interested.
themoistestwhale  [author] 1 Aug @ 4:56pm 
@The Crash Alright, thank you kindly! I'll see if I can find time between work to put it somewhere that Steam won't instantly hide, with due credit of course. Really wish Steam wasn't so weird with external links, they're super inconsistent with removing them too...
The Crash 1 Aug @ 4:50pm 
sounds great with me! I figured steam would be strict about linking. Feel free to do what you will with it
themoistestwhale  [author] 1 Aug @ 4:44pm 
@The Crash I took a brief look at it and it looks pretty good! I'm currently on mobile and away in Boston, so I'll take a proper look when I'm back at home (also why I haven't managed to add those screenshots yet).

I'd link it here with full credit if you're alright with that, but Steam has this annoying thing where it might auto-hide a mod if the description has any external links sometimes (I've had a mod auto hidden because of Discord and GitHub links) so I'd probably have to make a Steam guide and link that here, then in the Steam guide put the sheet links + some other info? Makes it so if that gets auto hidden by Steam for external links that'll be fine. Dunno, but of course this would be if you're fine with that to begin with.
The Crash 1 Aug @ 4:34pm 
I made a google sheet with the cyberbrain stats and posted it on the subreddit. let me know if you got suggestions for readability
themoistestwhale  [author] 25 Jul @ 10:06am 
@Doggias Just taking screenshots is actually a pretty good idea and I might go about doing it that way then, though there's still some issues I should note:

Some stats are DLC locked by Ludeon, and I can't make it so a description changes text if you have a DLC enabled or not, so some stats are in the description that might not actually be used and the aptitudes system the Anomaly DLC has isn't listed in the description for other reasons. On top of that, the devs also change what stats are DLC locked in some major updates, so 1.4/1.5/1.6 cyberbrains are all at least slightly different in terms of stats. Not to mention CE also having it's own unique stats... it's a fucking pain for me to keep track of ;-;

Despite those issues it'd still be good to put some screenshots up, so I'll probably go about that after I finish working on some other mods' stuff first.